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​CHICANERY

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Practitioners of Chicanery bend and weave Glamour, knowing the Mists will follow to obscure the magic from the mundane world. Commoners were the first to harness the Mists to alter perception and memory, and considered the resulting Art a small act of rebellion against the force which normally limits their power. Perhaps because of the Art’s origin, Chicanery was long considered an Art fit only for commoners. Knowledge and use of the Art still carries a stigma in courts ruled by elder nobles.

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  • CHICANERY ART ATTRIBUTE : MANIPULATION​

 

  • CHICANERY BUNKS

Chicanery bunks often involve the caster’s voice, disguises, and lies. Example bunks: Insist that your friends call you a different name for a day, dress up as a doctor and treat patients, repeat a secret three times in front of a crowd, or burn a photograph

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SPEND: APPROPIRATE GLAMOUR COST (See Casting page) 

ROLL:   GLAMOUR RANK + RELEVANT REALM  + CHICANRERY  RANK + MANIPULATION

DIFFICULTY: AREA BANALITY +5 

OR

VS : OPPONENTS RELEVENT DEFENCE TYPE (See Casting Page)  

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CASTING PAGE (Opens in a new window

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â—‰ TRICK OF THE LIGHT
A subtle manipulation of Glamour to muddle perceptions, Trick of the Light creates misunderstandings and mistakes. A pooka running a kidnapping con sounds just like the mark’s mother over the phone. An eshu hounded by a deranged hunter walks into a market and blends into the crowd. Down on her luck, a sidhe passes off a one-dollar bill as a 100 so she can eat tonight.

SYSTEM:

Casting Trick of the Light on a target causes anyone perceiving the target to misinterpret what they see or hear as determined by the player, but the effect does not hold up to prolonged scrutiny.

The changeling invoking Trick of the Light uses the Realm to determine what becomes changed or altered with the illusion.

SUCCESS:

Each success is a turn the cantrip remains in effect.

A character spending longer than a turn paying close attention to the target can ROLL: Perception + Occult :difficulty 12+ and score as many successes as were rolled by the cantrip to see through the cantrip.

This cantrip cannot be used to weave elaborate illusions; if a target couldn’t reasonably mistake the target object for the genuine article without much attention, it’s probably too involved for Trick of the Light.

EXAMPLE:  A 1 dollar bill disguised as a 20 dollar bill, The changeling for a member of a crowd, One saloon type car for another saloon type car. It can't disguise a saloon type car for a pick up truck or an elephant!

Trick of the Light is considered chimerical even when used on mundane targets because the effects are subtle and do not withstand prolonged examination.

TYPE: CHIMERICAL

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◉◉ VEILED EYES
Where Trick of the Light makes the viewer mistake one thing for another, Veiled Eyes uses the Mists to make the target of the cantrip instantly forgettable. A Kithain dressed in courtly robes can walk through a crowd of mortals unnoticed, a troll’s ornate broadsword hangs freely on her hip but goes ignored as she enters a bank, and the changeling’s enemies remain oblivious to the storm clouds rolling across the sky toward their home. The target does not become physically invisible, just not worth noticing. Changelings can create malicious applications of Veiled Eyes, making speeding cars or incoming enemies go unnoticed until it’s too late.

SYSTEM:
The Realm determines the thing that everyone else ignores, but additional Realms can be used to create exceptions to the effect. Using Fae and Nature, for example, could allow the character to cloak herself with Veiled Eyes, but allow
animals to still sense her.

SUCCESS:

The number of successes determines the duration:
1 success One turn
2 successes One minute
3 successes One hour
4 successes One scene
5 successes One day

Characters  who were actively seeking the target of the cantrip can roll Perception + Occult :Difficulty 12+ and score as many successes as those rolled by the original cantrip.

TYPE: CHIMERICAL or  WYRD Depending on Target.

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◉◉◉ DREAM LOGIC
Disjointed and illogical connections thrive in the chaos of the Dreaming, and changelings adept in Chicanery capitalize on the weirdness of dream logic to confuse and manipulate. As the target’s mind becomes shrouded by Glamour and the ensuing Mists, she becomes disoriented and does not question statements or commands that would normally make little sense to her. Covert eshu pass messages and packages with confused mortal couriers. The troll zookeeper tames new animals that no one else can safely approach.

SYSTEM:

The Realm for Dream Logic determines the target. (PROP does not respond..)  After successfully casting the cantrip, the changeling imposes a confused, suggestible state of mind onto the target(s) causing +3 difficulty to any Mental or Social feats throughout the duration. (-3 penalty to opposed mental/social roles) 

ADDITIONALLY:

The target(s) also become highly sensitive to the caster’s suggestion, going along with actions and ideas that would normally make little sense or that the target would rebuke.

Target(s) must Roll (Composure + Resolve ) -3 , Difficulty 12+ and equal the successes of the cantrip to resist each individual suggestion.

NOTE: Suggestions of self harm or suicide  automatically lead the dreaming to revoke the suggestible state. Suggestions of sexual congress  maybe freely ignored if the player of the character deems it against their limits.

DURATION:
The duration of Dream Logic depends on the number of successes rolled when cast:
1 success One turn
2 successes One minute
3 successes One hour
4 successes One scene
5 successes One day

TYPE: CHIMERICAL

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◉◉◉◉ VIELED MIND

Legends and mythology paint fantastic, and well deserved, scenes of faeries stealing mortals’ memories. Moving beyond mere sight or sound, the changeling shrouds the focus of the cantrip with Glamour and the accompanying Mists to temporarily wipe the focus of the cantrip from everyone’s mind. The lover who scorned a Kithain may find her family staring at her with blank faces as she comes home for a holiday, or the changeling’s opponent forgets to draw her sword during the duel.

SYSTEM:

The Realm determines what everyone else forgets, and multiple Realms can be used to create exceptions. A
character using Veiled Mind to make everyone forget her long enough to escape her enemies could add Fae or Actor so that her motley does not regard her as a stranger.

SUCCESS:

The number of successes determines the duration:
1 success One hour
2 successes One scene
3 successes One day
4 successes One week
5 successes One month

Changelings employing Veiled Mind may unravel the effects any time they wish during the duration. As with Veiled Eyes,
Veiled mind can make
-everyone- forget the target of the cantrip.

The target if a character should denote on their titler that a Composure + Resolve :Difficulty 12+ roll is required and the number of successes required must equal those rolled on the original cantrip.

Obviously while this makes things forgettable, it does not -erase- things. Bruises, scars etc will remain on a target, even if the changeling removes the culprit from the targets memory... and memories do RETURN once the duration of the cantrip has worn off.

TYPE: CHIMERICAL or WYRD

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◉◉◉◉◉ LOST IN THE MISTS
What is worse than being unable to trust your senses, being invisible, or even being forgotten? Masters of Chicanery employ the ultimate manipulation of the Mists to wrest away their target’s identity. The focus of this cantrip not only forgets who he is, but the changeling can employ her knowledge of other Realms to make him believe he is something else entirely. The nocker’s rival begins acting like a dog when presenting a new invention. The vampire terrorizing a local motley wakes up with no memory of her undead state and panics when she steps outside and the sunlight burns her skin. A clurichaun makes a mortal believe he is a rain cloud to create instant performance art.

SYSTEM:
As with Dream Logic, the Realm determines the target but additional Realms allow the changeling to define the inflicted delusion.

Including Scene or Time also allows the Kithain to build a different place or different time period into the effects.

EXAMPLE: Using Scene the character could opt to have the target retain their normal identity, but believe she is in prison. Similarly, use of Time could transport the target into the past or an imagined future, at least in her own mind.

Characters Affected by this mental illusion may roll on the illusion disbelief chart each turn. No physical harm may done by the illusion itself, though obviously putting this cantrip on a character on a busy freeway and making them believe they are in an open pasture will do the harm itself. 

DURATION:

The number of successes determines the duration:
1 success One hour
2 successes One scene
3 successes One day
4 successes One week
5 successes One month

TYPE: CHIMERICAL or WYRD

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